 spell priest level 2 school alteration reversible reversible sphere elemental fire range 40 yds comp v s m duration 7 rds cast_time 5 aoe special save special by means of the  heat metal  spell the caster is able to make ferrous metal iron iron alloys steel extremely hot   elven chain mail   is not affected and magical metal armor receives an item saving throw vs magical fire to avoid being heated the material component is a holy symbol on the first round of the spell the metal merely becomes very warm and uncomfortable to touch this is also the effect on the last melee round of the spell spell's duration during the second and sixth next to the last rounds heat causes blisters and damage; in the third fourth and fifth rounds the metal becomes searing hot causing damage to exposed flesh as shown below class wikitable - metal temperature damage per round - very warm none - hot 1d4 points - searing 2d4 points on the final round of searing the afflicted creature must roll a successful saving throw vs spell or suffer one of the following disabilities hand or foot - becomes unusable for 2d4 days; body - becomes disabled for 1d4 days; head - fall unconscious for 1d4 turns this effect can be completely removed by the 6th-level priest spell   heal   or by normal rest note also that materials such as wood leather or flammable cloth smolder and burn if exposed to searing hot metal such materials cause searing damage to exposed flesh on the next round fire resistance spell potion or ring or a   protection from fire   spell totally negates the effects of a  heat metal  spell as does immersion in water or snow or exposure to a cold or   ice storm   spell this version of the spell does not function under water for every two experience levels of the caster the metal of one man-sized creature can be affected i e arms and armor or a single mass of metal equal to 50 pounds of weight thus a 3rd-level caster would affect one such creature a 4th- or 5th-level caster two etc the reverse of the spell  chill metal  counters a  heat metal  spell or else causes metal to act as follows class wikitable - metal temperature damage per round - cold none - icy 1-2 points - freezing 1d4 points on the final round of freezing the afflicted creature must roll a successful saving throw vs spell or suffer from the numbing effects of the cold this causes the loss of all feeling in a hand or hands if the dm rules the saving throw was failed badly for 1d4 days during this time the character character's grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp the  chill metal  spell is countered by a   resist cold   spell or by any great heat - proximity to a blazing fire not a mere torch a magical flaming sword a   wall of fire   spell etc under water this version of the spell inflicts no damage but ice immediately forms around the affected metal exerting an upward buoyancy 